Thanks for your feedback, and thoughts, and prayers.
1. Rings in slots. I think one of the biggest problems is that the rings take the place of Customized Fittings and Muffled Connectors. This is okay, but with the new system of mod slots, it makes slots even more valuable and causes some issues. Look into how Khaine found to increase the number of slots past 6, he did find a way a while back but I'm unsure how he did it myself.
I feel most Rings provide a lot of power and justify having to make the decision on whether you want non-ring modifiers on a slot.
As for more mod slots on hand items, I'll likely add 2 craftable or lootable equipment items:
1) Glove with 5 slots.
2) Glove with 6 slots.
2. Ring of Agony isn't worth the health reduction for the amount of bonus that you give. With how many rings add other sources of damage (For instance the Ring of Beginnings), the Ring of Agony is a waste. In my game, instead of -50 and -60 Rings of Agony Hp debuff, I reduce it to -10 and -20. This feels more balanced, especially in Insane Nightmare.
Ring of Agony has been updated to be -[15/25/35] Health, the update to the mod hasnt been released yet.
3. Ring of Holding is kinda useless. A balance idea I had was to make the Ring of Holding be essentially a replacement for Customized Fittings + Triple Armor Pocket + Advanced Muffled Connectors. That's what I do in my game.
I'll look into adding some kind of a buff for Ring of Storage. Likely I'll leave it as it is, and just make a new Ring type that has storage and some other stat(s).
6. Ever consider a Ring of Weaponmaster that adds a bonus to a specific type of weapons? And then you could add a Ring of the Warlord that merges all of them together as well.
On my development list for the Rings mod, I have a section for something like this, but never finished it, because many ideas have moved/changed/scrapped.
I have reworked that section and I have 2 ideas of what I'd like to do with weapon specialization rings, some ideas are brought over to my Relics mod, which the next update will have a lot new relics.
7. The Ring of Twin Terror is kinda useless. Same for the Ring of Arrow Rain or whatever it is. it uses your arrows MUCH too quickly. Would there perhaps be any way to balance it by making the extra arrows not cost you arrows? If that's not possible, maybe you could add in something like just flat archery damage, instead. The only thing I can think of it being useful for is if you need to kill a powerful zombie quickly.
It may be possible to fire multiple projectiles with 1 ammo. I will do an experiment. But when I was doing Archery playthrough with + Additional Projectile rings, I didnt have an issue with ammo, it may be the difficulty settings you have, or something else? (through loot, vendors, and The Huntsman perk, I got A LOT of ammo)
Ring of Twin Terror is just an option for someone to be able to shoot more projectiles with Bow / Crossbow, but loose a bit of damage (+1 proj for -15% to -25% damage is really worth it especially with more +% Damage sources)
Ring of Splinter Rain has 3 variants and each one has its purpose.
Going back to point 6, I have some notes in my development list for Archery Rings (ones that dont have + Projectiles).
Regarding the Ring Forge / Merging Rings, unfortunately some rings have variants which is a duplicate ring item but with changed stats.
If I wanted to make Ring of Swift Agony (requires Ring of Stride + Ring of Agony) there would have to be 18 (6 x 3) of the same recipe. Because there are 6 entries for Ring of Stride and 3 entries for Ring of Agony. I had to do it this way because when first making the mod I found out you cant easily have roll ranges, so I had to make a new item entry for each value of a roll range. I have an idea on how to roll a stat between values using cvar, but the issue would be getting that value from item_modifier.xml to buffs.xml.
My solution to this would be to make rings be scrapable and you get a Shard of X (So if you scrap any of the Ring of Strides, you'd get Shard of Stride).
In my development list I have a section for this system, but havent worked on it:
1) I dont want rings to be too powerful yet. They are intended for core game, if the rings seem to OP, someone can go to the core game's difficulty and increase it from the menu options. I dont want to balance the rings while factoring in other difficulty mods.
2) I want my more creative ideas to go into my Relics mod, so some ideas I had for some Rings have moved over. I want the Rings mod to be more simple ideas, I still have a good number of rings I'd like to add that fall under simplicity.
3) I am running out of ring icons that fit the theme of a ring. This is kind of a silly reason, but it matter to me to have some consistency (I dont want to grab icons from multiple games / sources if they dont match similar art styles).